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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Based on MultiTexture.c from
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
#include "SampleApplication.h"
#include "shader_utils.h"
#include "system_utils.h"
#include "tga_utils.h"
class MultiTextureSample : public SampleApplication
{
public:
MultiTextureSample()
: SampleApplication("MultiTexture", 1280, 720)
{
}
GLuint loadTexture(const std::string &path)
{
TGAImage img;
if (!LoadTGAImageFromFile(path, &img))
{
return 0;
}
return LoadTextureFromTGAImage(img);
}
virtual bool initialize()
{
const std::string vs = SHADER_SOURCE
(
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
}
);
const std::string fs = SHADER_SOURCE
(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_baseMap;
uniform sampler2D s_lightMap;
void main()
{
vec4 baseColor;
vec4 lightColor;
baseColor = texture2D(s_baseMap, v_texCoord);
lightColor = texture2D(s_lightMap, v_texCoord);
gl_FragColor = baseColor * (lightColor + 0.25);
}
);
mProgram = CompileProgram(vs, fs);
if (!mProgram)
{
return false;
}
// Get the attribute locations
mPositionLoc = glGetAttribLocation(mProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
// Get the sampler location
mBaseMapLoc = glGetUniformLocation(mProgram, "s_baseMap");
mLightMapLoc = glGetUniformLocation(mProgram, "s_lightMap");
// Load the textures
std::stringstream baseStr;
baseStr << angle::GetExecutableDirectory() << "/basemap.tga";
std::stringstream lightStr;
lightStr << angle::GetExecutableDirectory() << "/lightmap.tga";
mBaseMapTexID = loadTexture(baseStr.str());
mLightMapTexID = loadTexture(lightStr.str());
if (mBaseMapTexID == 0 || mLightMapTexID == 0)
{
return false;
}
return true;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
glDeleteTextures(1, &mBaseMapTexID);
glDeleteTextures(1, &mLightMapTexID);
}
virtual void draw()
{
GLfloat vertices[] =
{
-0.5f, 0.5f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.5f, -0.5f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.5f, -0.5f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.5f, 0.5f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
// Load the vertex position
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
// Load the texture coordinate
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
glEnableVertexAttribArray(mPositionLoc);
glEnableVertexAttribArray(mTexCoordLoc);
// Bind the base map
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBaseMapTexID);
// Set the base map sampler to texture unit to 0
glUniform1i(mBaseMapLoc, 0);
// Bind the light map
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mLightMapTexID);
// Set the light map sampler to texture unit 1
glUniform1i(mLightMapLoc, 1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
private:
// Handle to a program object
GLuint mProgram;
// Attribute locations
GLint mPositionLoc;
GLint mTexCoordLoc;
// Sampler locations
GLint mBaseMapLoc;
GLint mLightMapLoc;
// Texture handle
GLuint mBaseMapTexID;
GLuint mLightMapTexID;
};
int main(int argc, char **argv)
{
MultiTextureSample app;
return app.run();
}